Best-Of

Here is a short summary of what I consider to be the most notable posts on Significant Bits. The majority of these are based on the amount of views they received, with one or two slipping in on account of personal bias.

A short post on the importance of high and consistent framerates in videogames. I didn’t go into detail on such myths as “the human eye can only see 30 fps” — I simply linked to websites that dispelled them — but the piece still attracted over 100, 000 visits, crashing my server on more than one occasion.

My very first post takes a look at videogame secrets and attempts to actually define the term (something I should do more often). The article still gets a decent amount of hits each day, although most of those are probably due to the “Hot Coffee” image.

Ultima IV is largely considered a classic, although on the surface it’s not that much different from other CRPG games of the era. What really made it special — and what I try to show in this article — is how it’s fondly remembered for fueling its narrative through gameplay.

Resident Evil 5’s gameplay was widely criticized for its inadequate partner-AI, but that was a moot point when playing with another human being. That experience was one of the best designed co-op games ever made.

A look at some of the most acclaimed 2D platformers in videogames history, and 3 common areas in which they excelled. It’s more of a “big picture” piece than the Mario articles, but it should still be worthwhile for platforming enthusiasts.

Planescape: Torment is a cult classic RPG that helped to introduce the concept of manually conversing with the player’s “party members.” In this spoiler-rich article, I take a look at my favourite example of this mechanic: Dak’kon’s spiritual and heart-wrenching journey.

Projection, perspective, point-of-view, etc., are all concepts that are often misunderstood by designers and artists alike (albeit in different ways). In one of my longer articles, I take a look at the various techniques for visual representation in videogames, and attempt to clearly explain their artistic and technical background.

About

Hi, my name's Radek Koncewicz and I'm the Creative Lead of Incubator Games, a small development studio I started with a few former coworkers.

I think a lot about videogames, and write a lot of it down too, so I figured why not make it public? If you want to get in touch, feel free to hit me up @JustRadek.